AllayModel.java

net.minecraft.client.model.animal.allay.AllayModel

信息

  • 全限定名:net.minecraft.client.model.animal.allay.AllayModel
  • 类型:public class
  • 包:net.minecraft.client.model.animal.allay
  • 源码路径:src/main/java/net/minecraft/client/model/animal/allay/AllayModel.java
  • 起始行号:L22
  • 继承:EntityModel
  • 实现:ArmedModel
  • 职责:

    TODO

字段/常量

  • head

    • 类型: ModelPart
    • 修饰符: private final
    • 源码定位: L23
    • 说明:

      TODO

  • body

    • 类型: ModelPart
    • 修饰符: private final
    • 源码定位: L24
    • 说明:

      TODO

  • right_arm

    • 类型: ModelPart
    • 修饰符: private final
    • 源码定位: L25
    • 说明:

      TODO

  • left_arm

    • 类型: ModelPart
    • 修饰符: private final
    • 源码定位: L26
    • 说明:

      TODO

  • right_wing

    • 类型: ModelPart
    • 修饰符: private final
    • 源码定位: L27
    • 说明:

      TODO

  • left_wing

    • 类型: ModelPart
    • 修饰符: private final
    • 源码定位: L28
    • 说明:

      TODO

  • FLYING_ANIMATION_X_ROT

    • 类型: float
    • 修饰符: private static final
    • 源码定位: L29
    • 说明:

      TODO

  • MAX_HAND_HOLDING_ITEM_X_ROT_RAD

    • 类型: float
    • 修饰符: private static final
    • 源码定位: L30
    • 说明:

      TODO

  • MIN_HAND_HOLDING_ITEM_X_ROT_RAD

    • 类型: float
    • 修饰符: private static final
    • 源码定位: L31
    • 说明:

      TODO

内部类/嵌套类型

构造器

public AllayModel(ModelPart root) @ L33

  • 构造器名:AllayModel
  • 源码定位:L33
  • 修饰符:public

参数:

  • root: ModelPart

说明:

TODO

方法

下面的方法块按源码顺序生成。

public static LayerDefinition createBodyLayer() @ L37

  • 方法名:createBodyLayer
  • 源码定位:L37
  • 返回类型:LayerDefinition
  • 修饰符:public static

参数:

说明:

TODO

public void setupAnim(AllayRenderState state) @ L78

  • 方法名:setupAnim
  • 源码定位:L78
  • 返回类型:void
  • 修饰符:public

参数:

  • state: AllayRenderState

说明:

TODO

public void translateToHand(AllayRenderState state, HumanoidArm arm, PoseStack poseStack) @ L120

  • 方法名:translateToHand
  • 源码定位:L120
  • 返回类型:void
  • 修饰符:public

参数:

  • state: AllayRenderState
  • arm: HumanoidArm
  • poseStack: PoseStack

说明:

TODO

代码

@OnlyIn(Dist.CLIENT)
public class AllayModel extends EntityModel<AllayRenderState> implements ArmedModel<AllayRenderState> {
    private final ModelPart head = this.root.getChild("head");
    private final ModelPart body = this.root.getChild("body");
    private final ModelPart right_arm = this.body.getChild("right_arm");
    private final ModelPart left_arm = this.body.getChild("left_arm");
    private final ModelPart right_wing = this.body.getChild("right_wing");
    private final ModelPart left_wing = this.body.getChild("left_wing");
    private static final float FLYING_ANIMATION_X_ROT = (float) (Math.PI / 4);
    private static final float MAX_HAND_HOLDING_ITEM_X_ROT_RAD = -1.134464F;
    private static final float MIN_HAND_HOLDING_ITEM_X_ROT_RAD = (float) (-Math.PI / 3);
 
    public AllayModel(ModelPart root) {
        super(root.getChild("root"), RenderTypes::entityTranslucent);
    }
 
    public static LayerDefinition createBodyLayer() {
        MeshDefinition meshdefinition = new MeshDefinition();
        PartDefinition partdefinition = meshdefinition.getRoot();
        PartDefinition root = partdefinition.addOrReplaceChild("root", CubeListBuilder.create(), PartPose.offset(0.0F, 23.5F, 0.0F));
        root.addOrReplaceChild(
            "head",
            CubeListBuilder.create().texOffs(0, 0).addBox(-2.5F, -5.0F, -2.5F, 5.0F, 5.0F, 5.0F, new CubeDeformation(0.0F)),
            PartPose.offset(0.0F, -3.99F, 0.0F)
        );
        PartDefinition body = root.addOrReplaceChild(
            "body",
            CubeListBuilder.create()
                .texOffs(0, 10)
                .addBox(-1.5F, 0.0F, -1.0F, 3.0F, 4.0F, 2.0F, new CubeDeformation(0.0F))
                .texOffs(0, 16)
                .addBox(-1.5F, 0.0F, -1.0F, 3.0F, 5.0F, 2.0F, new CubeDeformation(-0.2F)),
            PartPose.offset(0.0F, -4.0F, 0.0F)
        );
        body.addOrReplaceChild(
            "right_arm",
            CubeListBuilder.create().texOffs(23, 0).addBox(-0.75F, -0.5F, -1.0F, 1.0F, 4.0F, 2.0F, new CubeDeformation(-0.01F)),
            PartPose.offset(-1.75F, 0.5F, 0.0F)
        );
        body.addOrReplaceChild(
            "left_arm",
            CubeListBuilder.create().texOffs(23, 6).addBox(-0.25F, -0.5F, -1.0F, 1.0F, 4.0F, 2.0F, new CubeDeformation(-0.01F)),
            PartPose.offset(1.75F, 0.5F, 0.0F)
        );
        body.addOrReplaceChild(
            "right_wing",
            CubeListBuilder.create().texOffs(16, 14).addBox(0.0F, 1.0F, 0.0F, 0.0F, 5.0F, 8.0F, new CubeDeformation(0.0F)),
            PartPose.offset(-0.5F, 0.0F, 0.6F)
        );
        body.addOrReplaceChild(
            "left_wing",
            CubeListBuilder.create().texOffs(16, 14).addBox(0.0F, 1.0F, 0.0F, 0.0F, 5.0F, 8.0F, new CubeDeformation(0.0F)),
            PartPose.offset(0.5F, 0.0F, 0.6F)
        );
        return LayerDefinition.create(meshdefinition, 32, 32);
    }
 
    public void setupAnim(AllayRenderState state) {
        super.setupAnim(state);
        float animationSpeed = state.walkAnimationSpeed;
        float animationPos = state.walkAnimationPos;
        float flapSpeed = state.ageInTicks * 20.0F * (float) (Math.PI / 180.0) + animationPos;
        float flapAmount = Mth.cos(flapSpeed) * (float) Math.PI * 0.15F + animationSpeed;
        float idleBobSpeed = state.ageInTicks * 9.0F * (float) (Math.PI / 180.0);
        float flyingFactor = Math.min(animationSpeed / 0.3F, 1.0F);
        float idleBobFactor = 1.0F - flyingFactor;
        float holdingItemFactor = state.holdingAnimationProgress;
        if (state.isDancing) {
            float danceSpeed = state.ageInTicks * 8.0F * (float) (Math.PI / 180.0) + animationSpeed;
            float danceFrequency = Mth.cos(danceSpeed) * 16.0F * (float) (Math.PI / 180.0);
            float spinningRotation = state.spinningProgress;
            float headTiltZ = Mth.cos(danceSpeed) * 14.0F * (float) (Math.PI / 180.0);
            float headTiltY = Mth.cos(danceSpeed) * 30.0F * (float) (Math.PI / 180.0);
            this.root.yRot = state.isSpinning ? (float) (Math.PI * 4) * spinningRotation : this.root.yRot;
            this.root.zRot = danceFrequency * (1.0F - spinningRotation);
            this.head.yRot = headTiltY * (1.0F - spinningRotation);
            this.head.zRot = headTiltZ * (1.0F - spinningRotation);
        } else {
            this.head.xRot = state.xRot * (float) (Math.PI / 180.0);
            this.head.yRot = state.yRot * (float) (Math.PI / 180.0);
        }
 
        this.right_wing.xRot = 0.43633232F * (1.0F - flyingFactor);
        this.right_wing.yRot = (float) (-Math.PI / 4) + flapAmount;
        this.left_wing.xRot = 0.43633232F * (1.0F - flyingFactor);
        this.left_wing.yRot = (float) (Math.PI / 4) - flapAmount;
        this.body.xRot = flyingFactor * (float) (Math.PI / 4);
        float armFlyingRotX = holdingItemFactor * Mth.lerp(flyingFactor, (float) (-Math.PI / 3), -1.134464F);
        this.root.y = this.root.y + (float)Math.cos(idleBobSpeed) * 0.25F * idleBobFactor;
        this.right_arm.xRot = armFlyingRotX;
        this.left_arm.xRot = armFlyingRotX;
        float armIdleBobFactor = idleBobFactor * (1.0F - holdingItemFactor);
        float armIdleBobAmount = 0.43633232F - Mth.cos(idleBobSpeed + (float) (Math.PI * 3.0 / 2.0)) * (float) Math.PI * 0.075F * armIdleBobFactor;
        this.left_arm.zRot = -armIdleBobAmount;
        this.right_arm.zRot = armIdleBobAmount;
        this.right_arm.yRot = 0.27925268F * holdingItemFactor;
        this.left_arm.yRot = -0.27925268F * holdingItemFactor;
    }
 
    public void translateToHand(AllayRenderState state, HumanoidArm arm, PoseStack poseStack) {
        float yOffset = 1.0F;
        float zOffset = 3.0F;
        this.root.translateAndRotate(poseStack);
        this.body.translateAndRotate(poseStack);
        poseStack.translate(0.0F, 0.0625F, 0.1875F);
        poseStack.mulPose(Axis.XP.rotation(this.right_arm.xRot));
        poseStack.scale(0.7F, 0.7F, 0.7F);
        poseStack.translate(0.0625F, 0.0F, 0.0F);
    }
}

引用的其他类